// HeightColorGradient by Mark Johns - https://twitter.com/Doomlaser // Set two colors to blend, min and max distance define the bottom and top Y values between which the colors will blend Shader "Custom/HeightColorGradientReflective" { Properties { _Color ("Color", Color) = (1,1,1,1) _MaxColor ("Color in Maxmal", Color) = (0, 0, 0, 0) _MinDistance ("Min Distance", Float) = 100 _MaxDistance ("Max Distance", Float) = 1000 _MainTex ("Albedo (RGB)", 2D) = "white" {} _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; float3 worldPos; float3 screenPos; float4 color : COLOR; }; half _Glossiness; half _Metallic; float _MaxDistance; float _MinDistance; fixed4 _Color; float4 _MaxColor; // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. // #pragma instancing_options assumeuniformscaling UNITY_INSTANCING_BUFFER_START(Props) // put more per-instance properties here UNITY_INSTANCING_BUFFER_END(Props) void surf (Input IN, inout SurfaceOutputStandard o) { half4 dist = IN.worldPos.y; half4 weight = (dist - _MinDistance) / (_MaxDistance - _MinDistance); half4 distanceColor = lerp(_Color, _MaxColor, weight); // Albedo comes from a texture tinted by color fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; o.Albedo = IN.color.rgb * distanceColor.rgb ; // Metallic and smoothness come from slider variables o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }